Systems and methods for improving fitness equipment and exercise

ABSTRACT

The present invention provides systems for and methods of playing a video game that includes providing a game character having a virtual appearance characteristic, receiving an input signal indicative of a user exercise performance level, and altering the virtual appearance characteristic in response to receiving the input signal. Numerous other aspects are disclosed.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of and claims priority to U.S. patentapplication Ser. No. 15/628,640 filed Jun. 20, 2017, and entitled“SYSTEMS AND METHODS FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE”(Attorney Docket No. BMD005/P02/C02), which is a continuation of andclaims priority to U.S. patent application Ser. No. 14/538,135 filedNov. 11, 2014, now U.S. Pat. No. 9,700,798, and entitled “SYSTEMS ANDMETHODS FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE” (Attorney DocketNo. BMD005/P02/C01), which is a continuation of and claims priority toU.S. patent application Ser. No. 11/692,185 filed Mar. 27, 2007, nowU.S. Pat. No. 8,939,831, and entitled “SYSTEMS AND METHODS FOR IMPROVINGFITNESS EQUIPMENT AND EXERCISE” (Attorney Docket No. BMD005/P02), whichclaims priority to U.S. Provisional Patent Application Ser. No.60/786,810, filed Mar. 27, 2006, and entitled “SYSTEMS AND METHODS FORIMPROVING FITNESS EQUIPMENT AND EXERCISE,” (Attorney Docket No.BMD005/L02), and which is a continuation-in-part of U.S. patentapplication Ser. No. 11/620,046, filed Jan. 4, 2007, and entitled“SYSTEMS AND METHODS FOR USING A VIDEO GAME TO ACHIEVE AN EXERCISEOBJECTIVE,” (Attorney Docket No. BMD005/P01), which claims priority toU.S. Provisional Patent Application Ser. No. 60/756,111, filed Jan. 4,2006, and entitled “SYSTEMS AND METHODS FOR IMPROVING FITNESS EQUIPMENTAND EXERCISE,” (Attorney Docket No. BMD005/L01). All of the above patentapplications are hereby incorporated by reference herein in theirentirety.

FIELD OF THE INVENTION

The present invention relates to exercise equipment and fitnessactivities, and more particularly to systems and methods for improvingfitness equipment and exercise.

BACKGROUND OF THE INVENTION

A fitness craze has recently swept the United States and many othercountries. From fat-free potato chips to treadmills, people around theworld have become obsessed with weight loss and healthy living.Accordingly, record numbers of new fitness products/exercise equipmenthave emerged to meet this obsession (including stair climbers,treadmills, recumbent bicycles, ski machines, and the like).

Many pieces of exercise equipment, when used regularly, are very usefulfor weight loss, for improving cardiovascular stamina, and forstrengthening various muscles. However, most exercise equipment suffersfrom a major drawback: the equipment is boring to use because of itsinability to successfully encourage a user (e.g., an exerciser) tocontinue exercising. As a result, most purchasers of exercise equipmentstop using the equipment shortly after purchasing it.

A need therefore exists for a system and a method for making bothexisting and new exercise equipment more enjoyable by successfullystimulating and encouraging an exerciser to continue exercising. Such asystem and a method will significantly improve both existing and newexercise equipment, as well as exercise itself (e.g., by making it moreenjoyable).

U.S. Pat. No. 5,947,868 (the '868 Patent) discloses, among other things,a system and method for improving fitness equipment and exercise. Thispatent is hereby incorporated by reference herein in its entirety. Inone embodiment of the '868 Patent, a monitor measures a performancelevel of an exerciser and outputs a performance level signal to a videogame player (e.g., a hand-held video game player such as a Gameboy™manufactured by Nintendo). The video game player monitors theperformance level signal and controls the performance level of a videogame character based on the signal. Additional methods and apparatus forencouraging or otherwise regulating exercise would also be desirable.

SUMMARY

In some aspects, the present invention provides a method of playing avideo game that includes providing a game character having a virtualappearance characteristic; receiving an input signal indicative of auser exercise performance level; and altering the virtual appearancecharacteristic in response to receiving the input signal.

In some other aspects, the present invention provides a method ofplaying a video game that includes providing a game character having avirtual appearance characteristic; receiving an input signal indicativeof achievement of a physical goal by a user; and altering the virtualappearance characteristic in response to receiving the input signal.

In yet other aspects, the present invention provides a system forplaying a video game that includes a game system adapted to allow a userto interact with a virtual environment using a game character having avirtual appearance characteristic; an input device coupled to the gamesystem and adapted to provide an input signal to the game systemindicative of an exercise performance level of the user; and a gameadapted to execute on the game system and further adapted to alter thevirtual appearance characteristic in response to receiving the inputsignal.

In still yet other aspects, the present invention provides a video gamethat includes code adapted to allow a user to interact with a virtualenvironment using a game character having a virtual appearancecharacteristic; an input device coupled to a game system adapted toexecute the code, wherein the input device is adapted to provide aninput signal to the game system indicative of an exercise performancelevel of the user; and further code adapted to execute on the gamesystem and further adapted to alter the virtual appearancecharacteristic in response to receiving the input signal.

Other features and aspects of the present invention will become morefully apparent from the following detailed description, the appendedclaims, and the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic view of an exercise system configured inaccordance with a first embodiment of U.S. Pat. No. 5,947,868 (modifiedto include software and/or databases to implement the methods describedbelow).

FIG. 2 is a schematic view of an exercise system configured inaccordance with a second embodiment of U.S. Pat. No. 5,947,868 (modifiedto include software and/or databases to implement the methods describedbelow).

FIG. 3 is a schematic view of an exercise network according toembodiments of the present invention.

FIGS. 4A-D illustrate various transformations that a video gamecharacter may undergo in response to exercise performance levels in someembodiments of the present invention.

FIG. 5 is a flowchart of a first exemplary method provided in accordancewith the present invention.

FIG. 6 is a flowchart of a second exemplary method provided inaccordance with the present invention.

FIG. 7 is a flowchart of a third exemplary method provided in accordancewith the present invention.

FIG. 8 is a flowchart of a fourth exemplary method provided inaccordance with the present invention.

FIG. 9 is a flowchart of a fifth exemplary method provided in accordancewith the present invention.

FIG. 10 is a flowchart of an sixth exemplary method provided inaccordance with the present invention.

DETAILED DESCRIPTION

To further aid in the understanding of the present invention, theexercise system of U.S. Pat. No. 5,947,868 will be described herein.Specifically, FIG. 1 is a schematic view of an exercise system 10configured in accordance with a first embodiment of U.S. Pat. No.5,947,868. With reference to FIG. 1, the exercise system 10 comprises anexercise monitor 11 connected to a recumbent bicycle 13, and a computer15 coupled to an output 11′ of the exercise monitor 11 via a cable 17.Any other piece of exercise equipment may be similarly employed (e.g., astair climber, a stationary bicycle, a rowing machine, etc.).

The exercise monitor 11 is configured to measure the pedal rate of anexerciser 19 riding the recumbent bicycle 13, and to output anapproximately real-time measure of pedal rate via the output 11′. Otheror additional exerciser performance levels (e.g., a measure of thelength, intensity or some other characteristic of the exercise activity)may be monitored and output by monitor 11 or by other monitors. Thepedal rate output by the monitor 11 is monitored by the computer 15while the computer 15 runs a video game such as a martial arts videogame (represented in FIG. 1 by a martial arts character 21 on a computerscreen 23 coupled to the computer 15).

The exerciser 19 is shown holding a joystick 25 for controlling thekicking, punching and other movements of the martial arts character 21on the computer screen 23. The joystick 25 may be directed connected tothe computer 15 or coupled to the computer 15 via the monitor 11 asshown in FIG. 1. The joystick/computer connection also may be wireless.

In operation, as the exerciser 19 pedals the recumbent bicycle 13, themonitor 11 measures and outputs (via the output 11′) a signalrepresentative of the pedal rate of the exerciser 19. The pedal ratesignal output by the monitor 11 is monitored by the computer 15 and isused to control the energy level (e.g., the strength and durability) ofthe martial arts character 21. Accordingly, the harder the exerciser 19pedals the bicycle 13, the higher the energy level of the martial artscharacter 21, and the less likely the martial arts character 21 is toperish from an attack by an opponent martial arts character 27. Byexercising harder, the exerciser 19 can therefore score higher orotherwise perform better at the video game.

Many different performance levels of the exerciser 19 can be monitoredand used to control a video game character's performance levels (e.g.,how the character behaves, reacts, etc.). Table 1 contains arepresentative list of exerciser performance levels that may bemonitored as the exerciser 19 exercises on the recumbent bicycle 13 oron some other piece of exercise equipment, and possible video characterperformance levels that can be controlled for each monitored exerciserperformance level. Table 1 is not intended as a limitation onmonitorable performance levels and is merely exemplary.

TABLE 1 VIDEO GAME CHARACTER MONITORED EXERCISER PERFORMANCE LEVEL CON-PERFORMANCE LEVEL TROLLED pedaling rate speed, striking force steppingrate speed, striking force rowing rate speed, striking force runningrate speed, striking force pulse rate speed, energy level, accuracystriking force striking force swing velocity swing velocity distancetraveled game level time exercised game level

Accordingly, exercise equipment, such as the recumbent bicycle 13,and/or exercise is modified by placing an exercise monitor 11 (e.g., apulse monitor, a distance meter, a rate monitor, a time monitor, acalorie meter, a strain gauge, an accelerometer and/or any other sensorfor measuring the physical activity/performance level of an exerciser)on the equipment and/or the exerciser 19. The exercise monitor 11outputs a signal representative of the performance level of theexerciser 19 (e.g., pulse rate, distance traveled, time exercised, rateof exercise, etc.) to a video game player (e.g., a computer 15)wirelessly or via a cable. The video game player may be a desk topcomputer, or preferably comprises a hand-held video game player such asa GameBoy™ (as described with reference to FIG. 2).

To stimulate the exerciser 19, the output from the exercise monitor 11is used to control a parameter within a video game, such as a video gamecharacter 21's lifetime, energy level, striking force, accuracy, speedor the like. Similarly, a video game character 21 may be precluded fromreaching a higher level in a game unless the exerciser 19 pedals fastenough, exercises long enough, has a high (or low) enough pulse rate orreaches some other performance level. Multiple performance levelmeasurements of the exerciser 19 may be monitored and used to controlmultiple performance levels of the video game character 21 (e.g., pulserate of the exerciser 19 dictates energy level/lifetime of the videogame character 21, exercise rate controls the speed of or the strikingforce of the video game character 21, and duration/distance of exercisecontrols game level).

Examples of suitable video games include action-adventure games (e.g.,military games, dungeon games, murder-mystery games, etc.), martial artsgames, sports games (e.g., hiking, swimming, baseball, basketball,tennis, etc.), and other similar games. For instance, during a videobaseball game, the force with which a batter strikes a baseball or thespeed with which a player runs around a base may be controlled by thespeed with which an exerciser pedals, climbs stairs, rows, etc.Similarly, the speed with which a football player rushes or passes, thepower with which a boxer punches or a martial artist kicks, or theheight to which a basketball player jumps may be similarly controlled.The “energy level” (e.g., a measure of how long a character can survivean event, attack, etc.) or lifetime of a character can be similarlycontrolled, or controlled by the pulse rate or other cardiovascularindicator of the exerciser. The key is to make the exerciser exerciseharder or longer in order to continue the game or do better in the game.Accordingly, the exerciser is stimulated to work harder in exchange forsome immediate success or gratification (e.g., doing better in thegame). Preferably, game score/performance will increase with anincreasing level of physical fitness (e.g., reduced pulse rate for agiven exercise routine, harder workouts, etc.).

If desired, the video game player may analyze the data from the exercisemonitor and compile statistics on the exerciser's performance. Adatabase can be maintained for each new exerciser and updated after eachexercise session so that progress charts and other statistics can begenerated for each exerciser. If desired, other relevant data such as anexerciser's weight, body fat, and the like also may be stored and usedto assess progress.

FIG. 2 is a schematic view of an exercise system 30 configured inaccordance with a second embodiment of U.S. Pat. No. 5,947,868. Withreference to FIG. 2, the exercise system 30 comprises an exercisemonitor 31 a connected to a recumbent bicycle 33, and a hand-held videogame player 35 (such as a GameBoy™ marketed by Nintendo) coupled to anoutput 31 a′ of the exercise monitor 31 a via a first cable 37 a.

The exercise monitor 31 a is configured to measure the pedal rate of anexerciser 39 riding the recumbent bicycle 33, and to output anapproximately real-time measure of pedal rate via the output 31 a′. Inaddition to the exercise monitor 31 a, an exercise monitor 31 b is shownconnected to the exerciser 39 and to the hand-held video game player 35via a second cable 37 b. The exercise monitor 31 b is configured tomeasure the pulse rate of the exerciser 39. The pedal rate output by themonitor 31 a and the pulse rate of the exerciser 39 output by themonitor 31 b are monitored by the hand-held video game player 35 whilethe hand-held video game player 35 runs a video game such as a martialarts video game (represented in FIG. 2 by a martial arts character 41).The exerciser 39 is shown holding the hand-held video game player 35 andcan control the kicking, punching and other movements of the martialarts character 41 via buttons 43 on the front of the hand-held videogame player 35.

In operation, as the exerciser 39 pedals the recumbent bicycle 33, themonitor 31 a measures and outputs a signal representative of the pedalrate of the exerciser 39, and the monitor 31 b measures and outputs asignal representative of the pulse rate of the exerciser 39. The pedalrate signal output by the monitor 31 a is monitored by the hand-heldvideo game player 35 and is used to control the striking force of themartial arts character 41. The pulse rate signal output by the monitor31 b is monitored by the hand-held video game player 35 and is used tocontrol the energy level of the martial arts character 41. Accordingly,the harder the exerciser 39 pedals the bicycle 33, the harder themartial arts character 41 can strike an opponent. However, the higherthe pulse rate of the exerciser 39, the lower the energy level of themartial arts character 41, making the martial arts character 41 moresusceptible to attack. By using the monitored performance levels of theexerciser 39 in this manner, to obtain higher and higher game scores,the exerciser 39 must become more and more cardiovascularly fit so thatthe exerciser 39 can pedal faster while maintaining a lower pulse rate.Cardiovascular fitness becomes a desirable goal of the exerciser 39because such fitness yields immediate gratification (e.g., a higher gamescore).

Numerous additional features may be provided. For instance, the systemof the '868 Patent (e.g., via computer program code and/or hardwarestored in either the computer 15 of FIG. 1 or in the hand-held videogame player 35 of FIG. 2) may be configured to (1) at least attempt toprevent an exerciser from overexercising; (2) “reward” an exerciser forexercise performed before and/or after game play on the video gameplayer; (3) “reward” a video game player (e.g., whether the game playeris an exerciser) for behavior performed before and/or after game play.

In first aspect, the system of the '868 Patent may be configured toattempt to prevent overexercising by monitoring a pulse rate of anexerciser and by stopping and/or suspending game play if the pulse rateis too high. Alternatively, blood pressure may be monitored. Theappropriate pulse rate or blood pressure may be assessed based on age,weight, height, etc., of the exerciser. The video game player may beprovided with any suitable interface for receiving information regardingpulse rate, blood pressure, the exerciser (e.g., age, weight, height,etc.) such as a keyboard interface, an infrared or other wirelessinterface, a serial or parallel cable interface, a USB connectioninterface, a mouse interface, a light pen interface, a network/Ethernetinterface, an Internet interface, a dial-up connection interface, etc.Any other parameter or technique may be used to prevent/reduceoverexercising such as monitoring time of exercise, number of stepsclimbed (e.g., for a stair climber), distance traveled (e.g., for astationary bicycle or treadmill), or the like.

In a second aspect, an exerciser is rewarded after exercise isperformed. For example, an exerciser may be provided with a “smartmonitor” which monitors a performance level of exercise (e.g., pedalrate, step rate, length of exercise, pulse rate during exercise, or someother characteristic of exercise) and creates an “indicator” of theperformance level. The indicator may be a code (e.g., an encrypted code)that is displayed to the exerciser, and that the exerciser may thenprovide to the video game player (e.g., via a keyboard, a light pen, viasome other device such as a personal computer that couples to the videogame player). Based on the code, the video game player “adjusts” theperformance level of a video game character in a manner similar to thatdescribed in the '868 Patent. In general the video game may be affectedin any way by the code (e.g., which is a measure of exercise performancelevel). Thus, by improving video game character performance based on thecode, an exerciser is rewarded for exercise performed before video gameplay.

Note that the use of a code is not required. The video game playeritself may monitor exercise level for use during subsequent game play.For example, Joe may take a hand-held video game player (configured inaccordance with the present invention) to a local gym, and may use thevideo game player to monitor his exercise level while running on atreadmill. The video game player may be provided with a clamp that holdsthe player on a rail of the treadmill or some other location. Duringexercise, the video game player may display conventional exerciseinformation such as pulse rate, distance traveled, etc. After exercise,based on the exercise performance level of Joe, the video game playermay “adjust” or otherwise affect the performance level of a video gamecharacter. Numerous options may be provided. For example, Joe may starta video game (before or during exercise), and the video game player mayfreeze or suspend play until Joe performs some required level ofexercise (e.g., runs faster, cycles for 5 minutes, achieves a certainheart/pulse rate, etc.). Once Joe achieves the required exerciseperformance level, game play may be reinitiated. This may occur severaltimes during an exercise session. Alternatively, video game characterperformance may only be affected after Joe has completely finishedexercising.

As an additional feature, information regarding performance level ofexercise may be communicated to a third party such as an insurancecompany, a medical facility, a weight loss clinic or any other relevantparty. The third party may offer additional incentives for performingexercise (e.g., reduced insurance deductibles, free physicals, etc.),and may even set the performance level requirements for an exerciser(e.g., by programming the video game player, such as via a network likethe Internet, via e-mail, etc.).

In a third aspect of the invention, a person is rewarded with improvedvideo game play for non-exercise type activities. For example, game playmay be enhanced (e.g., the performance level of a video game player maybe improved) if a person (1) achieves a certain grade on a test,completes an education program or studies for a predefined time period;(2) eats at (visits) a certain restaurant (e.g., McDonalds); (3)completes a survey (e.g., by logging on to a Web site and completing thesurvey); (4) subscribes to a service (e.g., by switching to a certainlong distance carrier or by agreeing to a magazine subscription); and/or(4) performs any other predefined task.

Another possible feature includes allowing a person to restart a videogame that had previously ended (e.g., because a video game character was“killed”) based on a subsequently performed task. Exemplary tasksinclude, exercising, achieving a certain grade, eating at (visiting) acertain restaurant, completing a survey, subscribing to a magazine, etc.

In some embodiments, it may be desirable to track athletic progress inaddition to video game progress and/or correlate video game characterperformance levels, as discussed above, with achievement of monitoredexerciser performance levels. Accordingly, an exercise program may beconfigured for use with the exercise system 10. The exercise program maybe implemented by incorporating a training or exercise regimen into anexisting video game or may be implemented by creating a fitness videogame. In this way, the exerciser 19 may be able to work towardmeasurable fitness goals while playing one or more video games.

The training or exercise regimen for use with the exercise system 10 maybe designed to guide the exerciser 19 to achievement of a measurableand/or specific goal (e.g., completion of an international distancetriathlon, qualifying for the Boston Marathon, etc.) by completingcertain workouts while playing one or more video games. These workoutsmay vary (e.g., in intensity, duration, etc.) in accordance withtraining methods, such as periodization, over the course of a trainingregimen and may be completed while playing one or more video games.Additionally, the workouts may require one or more measured exerciseperformance levels as an input or standard (e.g., a certain measuredperformance level must be attained). Similarly, the training or exerciseregimen may be structured for general fitness without a specific goal.The training or exercise regimen may also be structured to guide theexerciser 19 in a weight loss program or to achieve any other fitnessgoal.

The training or exercise regimen may be a pre-determined trainingprogram which may be included as part of one or more video games or maybe available for use with any video game the exerciser selects. Forexample, a 16 week winter sports shape-up program may be provided inconjunction with a snowboard racing video game or an 18 week first-timemarathon training program may be used with a racecar driving video gamealready commercially available. Other training programs and/or videogames may be used. In some embodiments, the pre-determined trainingprograms may be semi-customizable by the exerciser 19 to allow theexerciser 19 to vary certain parameters of workouts according to theirworkout and/or gaming preferences. In still other embodiments, thetraining or exercise regimen may be fully-customizable by the exerciser19. That is, the exerciser 19 may be able to enter their own trainingregimen via hand-held video game player 35 or any other suitable inputdevice. This training regimen may be stored (e.g., similar to and/orwith game data of a commercially available video game) for use in futureworkouts.

Additionally, the training program may automatically be changed and/orupdated based on the athletic performance of the exerciser 19. Forexample, if the exerciser is unable to maintain a pre-set cadence on aparticular cycling workout, the training regimen may be adjusted to makeone or more future workouts more attainable, thus allowing the level ofgaming to increase even as athletic performance stagnates or decreases,which may help keep the exerciser 19 interested in continuing theprogram.

In the same or other embodiments, the training or exercise program maybe a log program. That is, information corresponding to measuredexercise performance levels (e.g., distance traveled, time, heart rate,etc.) may be logged to a performance chart. This performance chart maybe used to provide feedback to the user, to control current and/orfuture video game character performance levels, and/or may beincorporated into an existing video game or newly created fitness videogame. This information may be stored at the video game player 35, theexercise monitor 11, the computer 15, on computer readable mediumassociated with video game play, or by any other appropriate device ormethod.

The training or exercise regimen may allow outside information to beinputted (as discussed above) and used in association with video gameplay. Exemplary information may include calories consumed by theexerciser, information downloaded from other training performancedevices (e.g., heart rate (“HR”) monitor, GPS monitor, power meter,etc.), and/or any other appropriate information. This outsideinformation may be incorporated into the training or exercise regimenand may be used to affect video game character performance levels. Forexample, the exerciser 19 may indicate that he/she has consumed 3000calories, which may exceed a pre-determined calorie consumption limit.Accordingly, the video game character may appear graphically as bloated,lifeless and/or lethargic and/or may have a lower striking force orother performance characteristic. Other graphic and/or video gameperformance representations of exercise and/or lifestyle performance maybe available in one or more video games (e.g., real world injuries orother limitations of an exerciser may be mimicked within a video game).

The training or exercise program and/or associated video game (and/ormonitor) may monitor one or more exerciser performance levels duringexercise and video gaming sessions. These exerciser performance levelsmay include HR, cycling pedal rate (cadence), running cadence, cyclingpower exerted (wattage), pace, time elapsed, oxygen consumption (VO₂),blood lactate levels, metabolic rates, etc. Similarly, the exercisesystem 10 may measure performance levels relative to certainpre-determined training zones (e.g., HR zones, lactate threshold,aerobic threshold (“AeT”), anaerobic threshold (“AT”), etc.). Forexample, the exerciser 19 may input or dynamically determine a number(typically about five) of HR zones which correspond to a certain targetperformance level (e.g., the aerobic zone for a particular exerciser maybe from 150 to 164 beats per minute (“BPM”)) and the exercise programand/or video game may determine video game character performance levelsbased on which zone the exerciser 19 is exercising in.

Any appropriate method for capturing data related to exerciserperformance levels may be used. For example, HR may be determinedthrough a wrist cuff (e.g., monitor 31 b), an ear clip, or a wirelesschest strap. The exercise system 10 may be capable of capturing datafrom non-exclusive monitors such as a Polar F11 manufactured by PolarElectro Inc. of Lake Success, N.Y. In this non-limiting example, data(e.g., HR and/or calories burned) from either the chest strap or wristunit may be downloaded to the exercise system 10 to provide HRinformation. Similarly, in a cycling workout, an outside monitor such asthe Polar 725X, manufactured by Polar Electro Inc. of Lake Success,N.Y., may be used to capture cadence, speed, time elapsed, power,distance traveled, HR, etc. and/or the like. Such information may betransferred to the exercise system 10 via infrared, wireless or wiredtransmission, or via any other appropriate method. This or othermonitors may be used in conjunction with stationary or other fixedexercise equipment (or no exercise equipment) and/or may be used apartfrom the gaming environment and the information may then be downloadedto the gaming system for logging and/or updated video game characterperformance levels and/or capabilities. In certain embodiments, theexercise equipment (e.g., recumbent bicycle 13) may be capable ofcapturing appropriate information.

The individual exerciser performance levels may be interrelatednaturally (e.g., as cadence increases, generally HR increases) and thecombination of this information may be used to determine a total and/oraverage performance level. The total and/or average performance levelmay be used to provide a total and/or average video game characterperformance level available. Similarly, the individual performancelevels may be logged and/or considered separate from each other. In thisway, a particular exerciser performance level may correspond to aparticular video game character performance level (e.g., HR correspondsto character life level and cadence corresponds to striking force).

Exerciser performance levels as discussed above may control or influencecurrent or future video game character performance levels. These videogame character performance levels may include speed, power, strength,life force, striking force, energy level, endurance, skill level, or anyother video game character characteristic. Other video gamecharacteristics may be affected such as landscapes, scenery, etc. (e.g.,landscape appearances such as color, size, etc., and/or different scenesmay be displayed based on exerciser performance levels). In accordancewith the training regimen discussed above, the exerciser may be rewarded(e.g., with video game character performance) by following theprescribed workout. For example, if the workout is a 60 minute cyclingsession at a cadence of 85-95 RPM and a HR in the aerobic zone, thevideo game character performance levels may be increased in 10 minuteincrements as long as the cadence and HR remain at the prescribed levels(e.g., the video game character may gain additional striking forcewithout an increase in cadence from the exerciser). However, if theexerciser exceeds or fails to reach exerciser performance levels, theremay be deleterious effects on the video game character. For example, ifthe exerciser progresses into the anaerobic HR zone, the video gamecharacter may gain speed or striking force for a very short duration,but then may be affected adversely (e.g., the character may pass out orvomit). Exerciser performance levels may affect video game performanceglobally and/or locally. In an exemplary football video game, thecadence of the exerciser may affect the arm strength of the quarterbackwhile the HR may affect the speed of the rest of the offense. These mayhave an inverse relationship such that increasing cadence will increasequarterback arm strength, but the natural by-product of this (increasedHR) may cause the remaining offensive players to slow down. Anyinterrelations between exerciser and video game performance levels maybe used and in some embodiments may be scalable and/or controllable bythe exerciser 19.

To further encourage continued exercise and adherence to the trainingregimen, the video game may be limited by the training regimen. Theexerciser may be required to complete certain workouts and/or maintaincertain exerciser performance levels for the game to progress beyondcertain levels. In this way, fitness goal achievement is related back tothe video game with increased video game character lives, skills,abilities, guns, available levels, etc. and gaming level advancement orsupply procurement may be limited by failure to reach fitness goals.Goal achievement and reward may be for a particular workout session orany future workout, depending on game configuration. In someembodiments, feedback related to exerciser performance levels may berelayed in real time from the input (e.g., monitor) devices to the videogame system to immediately affect video game character performancelevels. In the same or other embodiments, this feedback may be used toaffect future performance in the same or another workout and/or gamingsession.

The training program and exercise gaming system described herein may beemployed on or with any number of fitness apparatus (or with no fitnessapparatus). For example, the exerciser 19 may pedal a recumbent bicycle13, a stationary upright cycle, a spin bike, or a bicycle attached to aresistance unit. The exerciser may also use an advanced bicycleergometer such as the Velotron, manufactured by RacerMate, Inc. ofSeattle, Wash. or in association with other hardware and/or softwarefitness packages such as the CompuTrainer, manufactured by RacerMate,Inc. of Seattle, Wash. For example, the exercise program may utilizeinformation provided by the CompuTrainer to create a racing or othergame which is separate from the CompuTrainer software but has the sameperformance characteristics (e.g., speed, intensity, resistance, etc.).The exercise system 10 and training program of the present invention maybe compatible so as to download information provided from these or othersystems to update the training program and/or current or future videogame performance levels. The exerciser 19 may be able to play one ormore video games as discussed above while using these fitness apparatus.Similarly, the exerciser may employ the hand-held video game player 35while using a stair climber or stepper, a treadmill, or any othersimilar exercise equipment. In some embodiments, workouts performedoutside of the gaming environment may be inputted into the exercisesystem to enhance the training program and/or video game performancelevels. This information may be inputted manually (e.g., through thevideo game player 35) or downloaded from a performance measuring device(e.g., the Polar 725X discussed above).

In some embodiments, an exerciser may be part of a group of exercisers(exercise group 300) that communicate exercise and/or gaming data toother exercisers within the group utilizing a network (an “exercise”network). In this way, exercisers may have access to exercise and/orgaming information, preferably in real time, of other exercisers in thegroup 300. Exercisers may, for example, be part of an exercise groupthat has a goal of following an exercise program or achieving a gaminggoal as discussed above. While four exercisers are shown in FIG. 3, itwill be understood that fewer or more exercisers may be included in thegroup 300. Additionally, all members of the group 300 may perform thesame or different exercises.

As seen in FIG. 3, exercisers 302, 304, 306, and 308 may be connected toexercise network 310. Exercisers 302, 304, 306, 308 may each connect tothe exercise network 310 via any suitable means. For example, theexercisers 302, 304, 306, 308 may each be equipped with a wirelessdevice 312 a-d capable of transmitting information to the other deviceswithin the exercise group 300 (e.g., over the exercise network 310).Such devices may be, for example, cellular telephones, web-enableddevices such as web-enabled cellular telephones or PDAs, portable webbrowsers, cellular or web-enabled wrist watches, web-enabled orotherwise portable gaming devices, or any other suitable devices.

The exercise network 310 may include the Internet, a local network(e.g., an intranet), a cellular telephone network, or any other suitablenetwork. The exercise network 310 may be capable of receiving,transmitting, storing, compiling, logging, tabulating, and/or analyzingexercise and/or gaming information received from wireless devices 312a-d (e.g., via one or more servers coupled to the exercise network 310,not shown). Members of the exercise group 300 and/or the exercisenetwork 310 may be a collection of friends, training partners, or may bestrangers with similar fitness and/or gaming goals. The exercise group300 and/or exercise network 310 described herein may encompass anynumber of people who may have any level of commonality. In someembodiments, private networks may be constructed for a group trainingfor a specific event, for example. In other embodiments, a publicnetwork may be constructed which allows anyone to join and track others'performance even if they have disparate fitness goals.

In an exemplary operation, exercisers 302, 304, 306, 308 may be part ofa support group for friends trying to lose weight. The exercisers 302,304, 306, 308 may share information such as caloric intake, intensityand duration of exercise, and/or performance levels. The exercisers 302,304, 306, 308 may also utilize the exercise network 310 to communicateand offer advice, encouragement, and support.

For example, exerciser 302 may walk frequently and use a pedometerequipped with a wireless device 312 a (e.g., a pedometer equippedcellular telephone, a pedometer that communicates wirelessly to a cellphone or PDA, etc.). Information regarding number of steps takenthroughout the day may be transmitted to the exercise network 310 andmay be made available to other users in any usable form.

Exerciser 304 may ride a recumbent bicycle 314 while playing a videogame, as discussed above. The hand-held video game player used byexerciser 304 may also serve as a wireless device 312 b and may transmitexercise and/or gaming data to the exercise network 310. The wirelessdevice 312 b may also receive information about the performance levelsof exerciser 302. For example, the wireless device may convert thenumber of steps taken by exerciser 302 into a distance traveled and mayoverlay that information on a map to show exerciser 304 the currentlocation of exerciser 302. Additionally or alternatively, the exerciseperformance levels of exerciser 302 may be converted to a gamingperformance level of a monster or other opponent in the video gameplayed by exerciser 304 or may serve to make the video game moredifficult in some way. Additionally or alternatively, the exerciseperformance levels of exerciser 302 may assist the gaming of exerciser304 by adding power, striking force, etc. Any other appropriate methodto convey the exercise performance levels of exerciser 302 may be used,such as graphical, numerical, or tabular.

Exerciser 306 may jog for fitness and may record his HR with a HRmonitor that is also wireless device 312 c or may be transmitted to aseparate wireless device 312 c, depending on use and configuration.Information about exerciser 306's HR may be transmitted to the exercisenetwork 310 and in turn to other users of the network. Exerciser 306 mayalso receive periodic or constant updates regarding the exerciseperformance levels of exercisers 302, 304, 308 and may be able to trackhis performance directly against his friends' performance.

Exerciser 308 may also ride a recumbent bicycle 316 and may carry only awireless device 312 d, which may be a cellular telephone, BlackBerry™,Treo™, pager, or other similar device. Exerciser 308 may transmitexercise performance levels from a performance measuring device to thewireless device 312 d (which, in some embodiments, may be the samedevice), which in turn transmits the information to the exercise network310. As the exerciser 308 receives information (e.g., in real time)about the walking, riding, and running of exercisers 302, 304, 306, hemay be able to transmit encouragement and support to the exercisegroup's members. In some embodiments, exerciser 308 may use the wirelessdevice 312 d to text message (e.g., via short message service “SMS” orinstant message “IM”) supporting messages to other exercisers, recordvideo and/or audio messages to be transmitted, and/or call exercisers302, 304, 306 individually or as a group. Exerciser 308 may be promptedto offer support when another exerciser reaches a predetermined gamingand/or exerciser performance level or may simply choose to send a “Yougo girl!” text message unprompted. Exercisers connected to the exercisenetwork 310 may also be able to continuously communicate using aninstant messaging service or group chat room to facilitate quickertransmission and response. Any wireless device 312 a-d and/or otherperformance measuring device may be configured so as to be capable ofsending and/or receiving text, audio, video, charts, graphs, and/or anyother appropriate exercise, gaming, and/or support information.

Exercisers 302, 304, 306, 308 may enter outside information intowireless devices 312 a-d, such as caloric intake, to be transmitted tothe exercise network 310 and/or other users. Users may connect to theexercise network 310 via wireless devices 312 a-d, personal computersand/or the like and may input information that may be useful orinteresting. This information may be made available to other exercisersby transmissions to wireless devices 312 a-d, email, display on aneditable community web page, or any other suitable informationdeployment means. Accordingly, users of an exercise network 310 may havereal-time and/or historical information available that may includeperformance level statistics, exercise meeting times and locations,current exercise being performed, caloric intake, weight lossprogression, and the like.

Exercisers 302, 304, 306, 308 may also be capable of construction agraphical interpretation of themselves to be available for view by otherexercise network 310 users. Exercisers 302, 304, 306, 308 may inputinformation such as body statistics (e.g., height, weight, build,specific measurements, etc.), hair color, eye color, etc. Thisinformation may be used to construct an avatar that others may view whenaccessing the exercise network 310. In the same or other embodiments,exercisers 302, 304, 306, 308 may use pre-constructed avatars or createtheir own. Exercisers 302, 304, 306, 308 may be able to view avatars ofother exercisers who are currently connected to the exercise network 310and/or are currently exercising. In this way, exercisers 302, 304, 306,308 may have a visual cue that easily identifies each exerciser and/orthat identifies that others may be in need of encouragement. The avatarsmay be tied to exercise performance levels and/or user input such thatthey may visually reflect weight loss as determined by direct input or acalculation of caloric intake versus calories burned during exercise. Assuch, exercisers 302, 304, 306, 308 may be encouraged to send a “Lookingfit!” text message without seeing the “real” exerciser.

Though discussed above with regard to four exercisers, it iscontemplated that any number of exercisers and/or monitors may connectto an exercise network 310. Additionally multiple exercise networks maybe connected (e.g., a local training group may be linked to other localtraining groups that are part of a national program) and the amountand/or type of information transmitted or received may be modified,restricted, and/or controlled in any suitable manner. Exercisers in anexercise network 310 may join a pre-defined network or may customize itbased on their needs. As such, exercisers may have broad access to thenetwork via wireless devices such as cellular phones, PDAs, portableweb-browsers, portable video game players, performance measuring devicessuch as a HR monitoring watch, personal computers, other Internetconnections, and the like. Similarly, exercisers may be able tocustomize the exercise network to form a community in which informationis shared in myriad ways (e.g., graphically on wireless devices, in achart on a website, etc.) so it is more constructive, useful, and/ormore readily understandable.

In some aspects of the invention, while interacting in a gamingenvironment in accordance with one or more of the systems and/or methodsdescribed above, an exerciser's game character may be visuallytransformed in manners indicative of and/or related to the exerciser'sreal life performance (e.g., exercise performance levels). Thesetransformations may occur instantaneously (e.g., as a direct result ofcurrent exercise performance levels) or may be delayed. Thetransformations may manifest as physical transformations to the videogame character and/or fluctuations in video game performance levels, asdiscussed above. In some embodiments, a combination of these methods maybe used.

Physical transformations of an exerciser's video game character may bedirectly correlated to exercise performance levels. For example, if anexerciser achieves a pre-determined exercise performance level (e.g.,cycling cadence greater than 90 RPM) the video game character may“bulk-up” (e.g., appear more massive and/or muscular). The gamecharacter's bulk-up may be coordinated with video game performancelevels such that achievement of a pre-determined exercise performancelevel may result in visual transformations as well as improved gamingperformance levels (e.g., the character may become 10% more massive andhave 10% more striking power). Alternatively, the bulk-up may be onlycosmetic or may be correlated such that cosmetic changes are scaled ascompared to gaming performance levels. In some embodiments, multipleexercise performance levels and/or gaming performance levels must beachieved to effect a cosmetic change.

Changes in the size and/or appearance of a video game character mayoccur globally (e.g., to a character's entire body or to all members ofa character's team) or may occur locally (e.g., to a single body part orteam member). For example, in a team game, such as a war game or sportsgame, a first exerciser may help a hurt, slow or weak game character ofa second exerciser by transferring or “donating” exercise performancelevel information and/or improved gaming performance levelcharacteristics to the second exerciser and/or to the second exerciser'sgaming character. Local changes may be correlated to certain exerciseperformance levels achieved and/or maintained. For example, an exercisermay be rewarded with a more massive and/or powerful throwing arm when aHR of approximately 170 BPM is maintained. At the same time, theexerciser may be rewarded with greater video game character leg sizeand/or quickness when a cycling cadence of greater than 90 RPM ismaintained. In some embodiments, an exerciser may be penalized for notachieving certain exercise performance goals. Any appropriatecorrelation between exercise performance levels, video game characterperformance levels, and visual transformations may be used.

As discussed above with respect to exercise training regimens, anexerciser may vary parameters of exercise (e.g., intensity and duration)over time. Accordingly, particularly during high intensity workouts, itmay be desirable to track and/or store exercise performance levelswithout the exerciser playing a video game. Information related toachieved and/or maintained exercise performance levels may be trackedand recorded for future use. Fluctuations in video game characterperformance levels and/or appearance changes may thus be exploited infuture gaming sessions (e.g., during a lower threshold steady stateexercise session or during a sedentary (non-exercise) session). In oneexemplary embodiment, a game may pause automatically and require aperson to run in place, pedal a bike, jog around the block, etc., tokeep a video game character at a certain performance level (e.g., size,striking force, speed, etc.). Exercise performance may be monitored, aspreviously described.

FIGS. 4A-D illustrate various transformations that a video gamecharacter may undergo in response to exercise performance levels in someembodiments of the present invention. These are described forillustrative purposes only and are non-limiting.

In FIG. 4A, a football quarterback video game character is depicted.This character may be available to an exerciser during game play inaccordance with the invention described herein. The quarterback may havecertain video game performance levels which may be pre-programmed or mayhave been previously achieved. For example, the quarterback mayinitially have an accuracy of 80% for passes within 10 yards, and anaccuracy of 40% for passes from 40 to 50 yards. Additionally, thequarterback may initially be a certain size. For example, the video gamequarterback may represent a player that is 5′10″ tall and weighs 190pounds. Achievement of certain exercise performance levels may enhancethese accuracy ratings and/or character size. For example, if theexerciser completes 90% or more of the exercise sessions of an exerciseregimen as described above, the quarterback may improve accuracy by 5%over all throwing ranges and/or grow to 5′11″ tall and 205 pounds. Insome embodiments, character growth and/or performance levels may becapable of unnatural growth, resulting in characters that appearabnormally large, as depicted in FIG. 4B as compared to the naturallysized video game character of FIG. 4A.

In some embodiments, enhanced character appearance and/or performancelevels may not be global. In FIG. 4C, a quarterback is shown with anabnormally sized throwing arm. Achievement of different exercise and/orgaming performance levels may result in such enhancements. For example,an exerciser may be engaged in an exercise program as discussed above.The exercise program may include sprint (e.g., short high-HR,high-cadence) sessions as well as endurance (e.g., long low-HR)sessions. During sprint sessions, exercise performance levels may betracked, but the exerciser may be unable to play video games.Information indicative of the HR and/or cadence of the exercise sessionmay be recorded and/or transmitted to an exercise network and/or gamingsystem.

For example, maintaining a cadence of greater than 120 RPM for 1030-second intervals may be an exercise session goal that, when achieved,results in an increased quarterback arm strength of 50% and acorresponding visual representation thereof. It is noted thatalterations in size and video game character performance levels do nothave to be directly correlated (e.g., an increase in character arm massof 50% and strength of 10%).

During a future endurance session and/or during a cool-down period, thequarterback of FIG. 4C may be available for video game play as a rewardfor achievement of the sprint session goal. In some embodiments, failureto maintain an exercise performance goal (e.g., maximum HR of 140 BPM)during the endurance session may result in the quarterback arm strengthand/or size reverting instantaneously or incrementally back to the armstrength and/or size shown in FIG. 4A. In the same or alternativeembodiments, achievement of exercise performance goals during theendurance session may have no effect or may improve some aspect of videogame character performance levels and/or video game character size.

Each exercise performance level may also be correlated to a specificcharacter performance level or body part appearance. For example, duringthe sprint session described above, the exerciser may earn the improvedthrowing arm by achievement of the targeted cycling cadence. Separately,maintaining a target HR during the same or other exercise sessions orparts of sessions may result in an increased non-throwing arm strengthand/or size as shown in FIG. 4D. This visual enhancement and/or increasein gaming performance levels may enable the quarterback to holddefenders at greater range or slough off more powerful defenders.

While described herein as related to a specific video game character andspecific exercise performance levels, it is understood that the gamesavailable and/or input provided encompass the gamut of games andexercises available for implementation with the systems and methodsdescribed herein. For example, an exerciser may be required to achievecertain exercise performance levels and/or perform outside tasks tocause a character such as Bruce Banner to become The Incredible Hulk™and increase in size and destructive power in the video game TheIncredible Hulk™ Ultimate Destruction produced by Sierra Entertainment,Inc. of Bellevue, Wash. Apparent implementation methods in fighting andsports games are contemplated above, but the appearance transformationsavailable may be non-intuitive as well. For example, achievement ofexercise performance levels may enable bulked-up (e.g., steeper, higher,longer, etc.) rollercoasters to be built in RollerCoaster Tycoon 3,manufactured by Atari, Inc. of New York, N.Y.

A first virtual appearance characteristic of a video game character suchas arm size, leg size, head size, etc., may change (e.g.,disproportionately to other virtual appearance characteristics of thevideo game character) or be altered during a first time period ofexercise, and a second virtual appearance characteristic of the videogame character may change or be altered after the first time period ofexercise. For example, an exerciser may pedal a bike for a first timeperiod to increase the size of a right arm of a video game character,and then for a second time period to increase the size of a left arm ofthe video game character, and then for a third time period to increasethe size of a right leg of the video game character, etc., until allvirtual appearance characteristics of the game character have beenenlarged (or reduced). For example, it may be difficult to play a videogame while running. However, a heart rate monitor may wirelesslycommunicate exercise information to a portable game player, such as acellular telephone, PDA, dedicated game player, etc., while an exerciseris running. By running a first distance, a part of a video gamecharacter may increase in size (and/or strength). By then runningfurther, another part of the video game character may increase in size(and/or strength). This may be repeated until multiple video gamecharacter virtual appearance characteristics have been enhanced. Afterexercising, the “enhanced” game character may be used during game play.

In some embodiments, physical characteristics of a video game player maybe reflected in or associated with the “virtual” appearancecharacteristics of a video game character or avatar (e.g., to furthercustomize the video game to the player and exercise). Examples ofphysical characteristics of the video game player that may be reflectedin and potentially altered in the virtual appearance characteristics ofa video game character include weight, height, strength, injuries, size,girth, musculature, arm length, dress size, height, age, hair style,charisma, etc. The character may also appear to move faster or slower,appear to be more flexible, appear to be more agile, appear to sweatless, appear to breath more easily, etc. The virtual appearancecharacteristics may be altered in response to performance of particularexercises associated with certain virtual appearance characteristics orenhancements/alterations of the characteristics. For example, as aplayer runs on a treadmill, the game character's legs may be altered toappear larger; as the player does push-ups, the game character's armsand chest may be altered to appear more muscular; and as the playerswims, the game character may be altered to have a smaller dress size orlook younger or appear to be more charismatic. The associations may bebased on real world expectations (e.g., if one does push-ups, arm andchest muscles grow) or, in some embodiments, the associations may beexaggerated, arbitrary, opposite, and/or random. Likewise, theenhancements/alterations may be associated with a performance levelchange in the game and may result in performance level changes thatparallel real world expectations (e.g., if the character grows moremuscular legs, the character can run faster) or, in some embodiments,the associations may be exaggerated, arbitrary, opposite, and/or random.

Turning now to FIGS. 5 to 10, example process embodiments of the presentinvention are depicted as flowcharts. The systems discussed above,including the hardware and software components, are useful to performthe methods of the invention. However, it should be understood that notall of the above described components are necessary to perform any ofthe present invention's methods. In fact, in some embodiments, none ofthe above described systems are required to practice the presentinvention's methods. The systems described above are examples of aapparatus embodiments that would be useful in practicing the invention'smethods. For example, the exercise monitor 11 described above withrespect to FIG. 1 is useful for automatically measuring physicalexertion of the user, but it is not absolutely necessary to have such amonitor in order to perform the methods of the invention. In otherwords, the methods described below may be practiced using, for example,a generic heart rate monitor or by counting pulse beats and a user whosimply enters his heart rate or pulse count into the computer 15 (e.g.,a video game system such as the Sony® PlayStation 3®).

Referring to FIG. 5, a flow chart is depicted that represents someembodiments of the present invention that may be performed using thesystems described above (e.g., FIG. 1) or other devices. It must beunderstood that the particular arrangement of elements in the flow chartof FIG. 5, as well as the number and order of example steps of variousmethods discussed herein, is not meant to imply a fixed order, sequence,quantity, and/or timing to the steps; embodiments of the presentinvention can be practiced in any order, sequence, and/or timing that ispracticable.

In general terms and referring to FIG. 5, method steps of an embodiment500 of the present invention may be summarized as follows. In Step 502,a user goal is determined. In Step 504, one or more user characteristicsare determined. In Step 506, a set of activities, or more generally,behaviors, are determined based on the user goal and the usercharacteristics. The behaviors are determined or selected such thatperformance of the behaviors will result in the user achieving the usergoal. In Step 508, a game is determined, and in Step 510, the game isconfigured so that successful play of the game requires performing theset of behaviors determined in Step 506.

In the passages that follow, each of these steps will be discussed ingreater detail. Note that not all of these steps are required to performthe methods of the present invention and that additional and/oralternative steps are also discussed below. Also note that the abovegeneral steps represent features of only some of the embodiments of thepresent invention and that they may be re-ordered, combined and/orsubdivided in any number of different ways so that methods of thepresent invention include more or fewer actual steps. For example, insome embodiments many additional steps may be added to update andmaintain databases that store information about the user, user goals,user characteristics, behavior sets, game parameters, etc., but asindicated, it is not necessary to use such databases in all embodimentsof the invention. In other words, the methods of the present inventionmay contain any number of steps that are practicable to implement theseveral different inventive processes described herein.

Step 502, determining a user goal, may involve many differentsub-processes and may be embodied many different ways. For example, auser may complete a questionnaire or an interview given by a systemoperator or the computer system. An artificial intelligence program mayanalyze the user's responses and determine what the user's goal is, forexample, in terms of fitness, strength, endurance, stamina, will power,pain tolerance, lung capacity, speed, health, etc. For example, if inresponse to a series of questions, a user indicates that (1) he wants toparticipate competitively in a one mile running race, (2) there is anupcoming race scheduled for a future date that he has entered, and (3) alikely winning time would be under four minutes, the system maydetermine that the user has a “user goal” of being able to run a mile inunder four minutes by the future race date. Alternatively, the user mayindicate a goal directly by selecting a goal from among a menu ofexample goals.

Likewise, Step 504, determining user characteristics, may involve manydifferent sub-processes and may be embodied many different ways. As withStep 502, Step 504 may include completing a questionnaire or aninterview (given manually or in an automated manner). Alternatively oradditionally, sensors may be used to determine various characteristicsof the user. For example, a sensor such as a scale may be used to weighthe user. Many other types of sensors may be used. For example, heightmeasurement sensors, heart rate monitors, blood glucose monitors,metabolic rate measuring devices, etc. may be employed.

In some embodiments, the user characteristics may be used to modify theuser goal. For example, if the above example user goal is initiallydetermined, but then the system determines that the user weighs 400pounds, the goal may be adjusted to simply completing the one mile race.In some embodiments, the user may be enabled to override some or allsuch adjustments or in other embodiments, safety considerations maypreclude determining user goals that are dangerous or may endanger theuser's health.

Step 506, determining a behavior set, may also involve many differentsub-processes and may be embodied many different ways. A set ofactivities or behaviors are determined that, if performed, will resultin the user achieving the user goal. For example, a database of thetraining effects of various running exercises may be used to determinehow much running exercise must be performed over a period of time toimprove a person's endurance sufficient to be able to run a mile (usergoal). In another example, a database that stores the caloric values ofvarious foods may be used in conjunction with a user's metabolic rate(user characteristic) to determine an exact menu of foods that are to beconsumed over a period of time in order to lose a specific amount ofweight (user goal). Note that the behavior set is determined based onthe user goal and the user characteristics.

Step 508, determining a game, may include allowing the user to select agame from among a number of choices, the system may select a game thathas characteristics that make the game suitable for use with encouragingthe user to perform the behavior set, or a combination of both. Forexample, if the behavior set includes performing an exercise routine fora fixed amount of time (e.g., half an hour) each day, the game may be astory based video game that unfolds in, e.g., half hour increments. Thehalf hour story segments may be designed to each end with “cliff hanger”situations that compel the user to return to the game the next day. Inanother example, if the behavior set includes performing an extendedactivity, the games that the user may select from may include videogames that can be played continuously and indefinitely.

In some embodiments, the game may be completely unrelated to thebehavior set. Alternatively, in some embodiments, the game may mimic thebehavior set, the user goal, and/or the user's efforts to achieve theuser goal. For example, the game selected for a user training to run afour minute mile might be a running race video game. Likewise, the gamemay include characteristics or configurable parameters that mimic theuser characteristics. For example, if the user has an injured ankle(user characteristic), a video game character may have an injured anklethat impacts the user's performance in the running race game.

Step 510, configuring the game, may include setting configurableparameters of the game such that successful play of the game requiresperformance of the behavior set. In other words, for example, if thebehavior set includes maintaining a heart rate within a certain rangefor a fixed time while walking on a treadmill, a video racing game mayallow a user's character to obtain a maximum speed when the heart rateis within the certain range and may slow down the character when theuser's heart rate is outside (e.g., above or below) the certain range.

Turning to FIG. 6, an alternative embodiment of the above describedmethod 500 is depicted. In Step 602 of the method 600, input indicatingan objective for a user is received. In Step 604, input indicating acharacteristic of the user is received. In Step 606, exercise regimen isdetermined that is designed to cause the user to achieve the objectivewhen the exercise regimen is followed. In Step 608, a video game isdetermined in which successful play of the video game requiresperforming the exercise regimen. The video game may include a gamesystem adapted to monitor the user and to influence game play based uponthe user performing the exercise regimen.

Turning to FIG. 7, an alternative embodiment of the above describedmethod 600 is depicted. In Step 702 of the method 700, input indicatingan objective for a user is received. In Step 704 a characteristic of theuser is determined. In Step 706, an exercise regimen designed to causethe user having the determined characteristic to achieve the objectiveis determine. In Step 708, a game is determined in which successful playof the game requires performing the exercise regimen. In Step 710, theuser is monitored during the exercise regimen and/or at other times. InStep 712, game play is influenced based upon the user performing theexercise regimen. The method 700 may also include querying the userabout user objectives, receiving an indication of a desired physicalcharacteristic that the user wants to achieve, determining an amount andtype of physical activity that the user would need to perform to alter abody of the user to achieve the desired physical characteristic, andsensing physical aspects of the user using one or more sensors. Thevideo game may be adapted to operate in response to signals, indicativeof user activity, from sensors adapted to monitor the user. Theparameters may include duration, level, frequency, etc. Monitoring theuser may include detecting physical characteristics of the user usingsensors and influencing game play based upon the user performing theexercise regimen may include improving user performance in the game ifthe user performs the exercise regimen.

FIG. 8 is a flowchart of an exemplary method 800 for implementing anexercise program in accordance with an embodiment of the presentinvention. In some embodiments, completion of the video game (e.g.,winning the video game, doing well at the video game or achieving apredetermined result, etc.) requires the user to obtain the objective(s)of an exercise program (e.g., being able to run a marathon, losing apredetermined amount of weight, etc.). With reference to FIG. 8, in step801, an exercise program is determined (e.g., running an internationaldistance triathlon, qualifying for the Boston or another marathon, afirst-time marathon training program, a sports shape-up program, aweight loss program, a cardio-strengthening program, or any otherexercise program).

In some embodiments, a manufacturer may wish to provide one or moreexercise programs for use with a video game. Alternatively oradditionally, a user of a video game may wish to associate an exerciseprogram with the video game. For example, the user may specify theexercise program (e.g., as a stated goal of weight loss, distance and/ortime to walk, run, bike, etc., or as any other stated goal). Likewise, avideo game may include a list of exercise programs available to theuser, and allow the user to select (and/or customize) one of theexercise programs. As one particular example, at start-up, a video gamemay provide a list of exercise programs that may be associated with thevideo game (e.g., weight loss, distance training, sprint training,etc.). A user of the video game may select one of the exercise programsand specify additional parameters for the exercise program such as howmuch weigh to loose and/or over what period of time, whether thedistance training is for a 5K, 10K or 26K run and/or how fast the runshould be completed, etc.

In step 802, a video game for use in achieving the exercise goal isdetermined. (Note that in some embodiments, step 802 may occur beforestep 801). The video game may be determined based on the exerciseprogram determined in step 801 (e.g., a marathon training exerciseprogram may be well suited to a battle-field video game in which a videogame character runs great distances across a battle field).Alternatively, the video game may be determined based on other criteriasuch as user preferences, user characteristics (e.g., age, weight,gaming skills, gaming experience, etc.) or the like. In someembodiments, a video game player may provide a list of video games to auser, and allow the user to select a video game from the list.

In step 803, one or more properties of the video game to modify aredetermined. For instance, the video game and/or game player may have oneor more properties of the video game that may be varied to assist inachieving the exercise program determined in step 801. Exemplaryproperties include character speed, size, life, striking force, energylevel, accuracy, etc., game level, game topography, or the like. In someembodiments, such properties may be “controllable” based on an exerciselevel of the video game player (e.g., pedal rate, step rate, row rate,running rate, pulse rate, distance traveled, time exercised, etc.) aspreviously described.

In step 804, the one or more properties determined in step 803 aremodified (e.g., correlated with or otherwise made dependent on exerciseor other activities of the video game player). In one or moreembodiments, physical characteristics of a video game player may bereflected in the “virtual” appearance characteristics of a video gamecharacter (e.g., to further customize the video game with the exerciseprogram). Examples of physical characteristics of the video game playerthat may be reflected in the virtual appearance characteristics of avideo game character include weight, height, strength, injuries, size,girth, musculature, arm length, dress size, height, age, hair style,charisma, etc. The character may also appear to move faster or slower,appear to be more flexible, appear to be more agile, appear to sweatless, appear to breath more easily, etc.

FIG. 9 is a flowchart of an exemplary method 900 for implementing anexercise program in accordance with an embodiment of the presentinvention. In some embodiments, completion of the video game (e.g.,winning the video game, doing well at the video game or achieving apredetermined result, etc.) requires the user to obtain the objective(s)of an exercise program (e.g., being able to run a marathon, losing apredetermined amount of weight, etc.). With reference to FIG. 9, in step901, a video game player may provide a list of video game propertiesavailable for selection by a user. The selectable video game propertiesmay be properties of the video game to vary to assist in achieving anexercise program.

In step 902, a user may select one of the listed properties. Forinstance, a user may select character speed, size, life, striking force,energy level, accuracy, etc., game level, game topography, or the liketo be “controllable” based on an exercise level of the user during gameplay (e.g., pedal rate, step rate, row rate, running rate, pulse rate,distance traveled, time exercised, etc.) as previously described.

In step 903, an exercise program is determined (e.g., running aninternational distance triathlon, qualifying for the Boston or anothermarathon, a first-time marathon training program, a sports shape-upprogram, a weight loss program, a cardio-strengthening program, or anyother exercise program).

In some embodiments, a manufacture may wish to provide one or moreexercise programs for use with a video game. Alternatively oradditionally, a user of a video game may wish to associate an exerciseprogram with the video game. For example, the user may specify theexercise program (e.g., as a stated goal of weight loss, distance and/ortime to walk, run, bike, etc., or as any other stated goal). Likewise, avideo game may include a list of exercise programs available to theuser, and allow the user to select (and/or customize) one of theexercise programs. As one particular example, at start-up, a video gamemay provide a list of exercise programs that may be associated with thevideo game (e.g., weight loss, distance training, sprint training,etc.). A user of the video game may select one of the exercise programsand specify additional parameters for the exercise program such as howmuch weigh to loose and/or over what period of time, whether thedistance training is for a 5K, 10K or 26K run and/or how fast the runshould be completed, etc. In some embodiments, step 903 may occur beforestep 902.

In step 904, the one or more properties determined in step 703 aremodified based on the exercise program (e.g., correlated with orotherwise made dependent on exercise or other activities of the videogame player). For example, if the workout is a 60 minute cycling sessionat a cadence of 85-95 RPM and a HR in the aerobic zone, the video gamecharacter performance levels may be increased in 10 minute increments aslong as the cadence and HR remain at the prescribed levels (e.g., thevideo game character may gain additional strike force without anincrease in cadence from the exerciser). However, if the exerciserexceeds or fails to reach exerciser performance levels, there may bedeleterious effects on the video game character. For example, if theexerciser progresses into the anaerobic HR zone, the video gamecharacter may gain speed or striking force for a very short duration,but then may be affected adversely (e.g., the character may pass out orvomit).

FIG. 10 is a flowchart of an exemplary method 1000 for controlling avideo game in accordance with a user's exercise objective. Withreference to FIG. 10, a exercise level of the user of the video game ismonitored (e.g., pulse rate, pedal rate, step rate, running rate,distance traveled, time exercised, etc.). Exemplary monitoring systemsare described above.

In step 1002, a determination is made as to which property or propertiesof the video game are to be affected by the exercise level of the user(e.g., speed, striking force, energy level, accuracy, game level, etc.).In step 1003, the determined property or properties of the video gameare modified based on the monitored exercise level and the exerciseprogram. For example, if the workout is a 60 minute cycling session at acadence of 85-95 RPM and a HR in the aerobic zone, the video gamecharacter performance levels may be increased in 10 minute increments aslong as the cadence and HR remain at the prescribed levels (e.g., thevideo game character may gain additional strike force without anincrease in cadence from the exerciser). However, if the exerciserexceeds or fails to reach exerciser performance levels, there may bedeleterious effects on the video game character.

Any of the above embodiments may be implemented, for example, in thesystem of the '868 Patent (e.g., via computer program code and/orhardware stored in either the computer 15 of FIG. 1 or in the hand-heldvideo game player 35 of FIG. 2) or in any other suitable system (e.g., aGameBoy Advance, Nintendo DS™, Sony PSP™, a cellular telephone, a PDA,etc.).

The foregoing description discloses only exemplary embodiments of theinvention; modifications of the above disclosed apparatus and methodswhich fall within the scope of the invention will be readily apparent tothose of ordinary skill in the art. For instance, any number ofperformance levels of an exerciser may be monitored and used to controlany number of performance levels of a video game character, and thevarious monitors described herein may communicate with the video gameplayer wirelessly. As well, conditions within a video game may be outputby the video game player and used to increase/decrease the difficulty ofexercise, or otherwise affect exercise, if so desired. Further, oldvideo games may be modified for use with the present invention, or newvideo games may be developed.

Additionally, while the present invention has primarily been describedwith reference to a single exerciser, it will be understood that theinvention is equally applicable to multiple exerciser situations. Forinstance, different video game characters within the same video game maybe controlled by different exercisers. That is, the performance level(s)of a first exerciser may control the performance level(s) of a firstvideo game character, while the performance level(s) of a secondexerciser may control the performance level(s) of a second video gamecharacter contained within the same video game as the first video gamecharacter. In this manner, the exerciser who exercises harder will havea gaming advantage over the other exerciser. Such multi-exerciserapplications may be performed locally (e.g., all exercisers in the sameroom) or remotely (e.g., at least one exerciser in a different locationwho communicates remotely, such as over the INTERNET or the WORLD WIDEWEB). Accordingly, while the present invention has been disclosed inconnection with the preferred embodiments thereof, it should beunderstood that other embodiments may fall within the spirit and scopeof the invention, as defined by the following claims.

The invention claimed is:
 1. A method of sharing an exercise experience,comprising: providing a bicycle system configured to be operated by auser, the bicycle system comprising: a device configured to executecomputer program code of a video game; a physical activity monitorcommunicatively coupled to the device; and a display screencommunicatively coupled to the device; measuring, by the physicalactivity monitor, a first type of physical activity and generating afirst performance level signal; executing, by the device, the computerprogram code of the video game, wherein executing the computer programcode of the video game causes the device to: receive the firstperformance level signal, generate one or more video game characterswherein at least one of the one or more video game characters are based,at least in part, on the first performance level signal, and communicatethe one or more video game characters to the display screen, wherein thecomputer program code of the video game is executable as part of anexercise group that includes the user and a second user, wherein theuser and second user play the video game, and wherein the method furthercomprises displaying a first video game character of the one or morevideo game characters to the second user such that the second user cansee that the user has achieved the first performance level.
 2. Themethod of claim 1, wherein the computer program code of the video gameis executable as part of an exercise group over the Internet.
 3. Themethod of claim 1, wherein the bicycle system further comprises arecumbent bicycle.
 4. The method of claim 1, wherein the bicycle systemfurther comprises a stationary bicycle.
 5. The method of claim 1,wherein the device comprises a computer having computer program codestored therein.
 6. The method of claim 1, wherein the device comprises avideo game system having computer program code stored therein.
 7. Themethod of claim 1, wherein the first type of physical activity is pedalrate.
 8. The method of claim 1, further comprising providing a heartrate of the user to the device.
 9. The method of claim 1, furthercomprising transmitting the user's exercise performance level signal toa third party.
 10. The method of claim 1, wherein the video game isexecutable as part of an exercise group over a network.
 11. The methodof claim 1, further comprising: monitoring a pulse rate of the user; andsuspending game play responsive to a determination that the monitoredpulse rate exceeds a predetermined pulse rate.
 12. The method of claim1, further comprising: monitoring a blood pressure of the user; andsuspending game play responsive to a determination that the monitoredblood pressure exceeds a predetermined blood pressure.
 13. The method ofclaim 1, wherein monitoring the exercise performance level of the usercomprises monitoring during a cycling workout of the user.
 14. Themethod of claim 1, further comprising: determining that the user isunable to maintain a pre-set cadence on a cycling workout; andconfiguring the video game device to execute the video game responsive,at least in part, to a reduced exercise performance level signal.